Thursday, October 13, 2016

Circus Reviews - 16 Ways To Kill A Vampire At McDonald's


IF Comp is here again, and I didn't enter like I'd planned to. I may be stuck in a hole, but darned if I won't pull something down here with me. So let's play some IF Comp games!

The game centers around a vampire hunter named Lucy who generally just acts as bait for the undead creatures and doesn't do much of the heavy lifting herself. But on her night off, she wanders into a McDonald's and comes face to face with a vampire, with no backup and an adorable cashier to protect. With time ticking down before the vampire makes a move and no way to tackle the vampire head-on, how will Lucy manage to save the day?


I normally tend to go for the story-driven IF games, such as those by kaleidofish, but the bulk of this one's gameplay involves trying to figure out how to kill the vampire with your limited surroundings and whatever knowledge of traditional vampire myths you have. Pretty much all of the common ones can be used in some way, which is helpful in that it doesn't have to go into a bunch of tedious exposition, but a McDonald's doesn't have a ton of options when it comes to religious paraphernalia, for example, and thus creative thinking is required. This game in particular makes more use of your inventory than most of the IF games I've played. You actually start with a few items that turn out to be extremely helpful, which I did not realize my first few times through the game.

The vampire itself is treated as the villain, and it feels like that's gotten so rare in a world where Twilight is part of general history. Part of the vampire's plan does involve seduction, but it's not treated as anything attractive; it's treated like a predator hunting prey. Lucy herself takes the entire thing as just part of her duty, and treats the seduction thing as simply something to be dealt with. She's fairly no-nonsense in general, but cares about the safety and well-being of other people and thinks on her feet. You might trust her for help with a supernatural being trying to kill you after spending a game with her.


The game has sixteen different endings (of course), and there's a helpful list that details each ending and gives a hint for the ones you haven't gotten yet. As you play through the game, you also get bonus content, like vampire facts and a more spoofy sequel wherein Lucy gets to bring her two friends, Maggie and Luke, along to hunt even more vampires. The amount of content here is happily surprising considering it's a free IF game. There is also a "true ending" that I haven't quite unlocked yet, but I'm looking forward to it.

All in all, this is well worth the time you'll put into it. It has massive replay value and good goals to work towards. It's not a particularly deep game and maybe not filled with a bunch of new ideas, but there's also something refreshing about treating a villainous predator like a villainous predator.

And maybe, you'll never look at a McDonald's the same way again.


16 Ways To Kill A Vampire At McDonald's is available to play in browser through IFComp.

Final verdict: A simple but enjoyable game about good old-fashioned vampire killing, with enough replayability and bonus content to make it well worth your while.

16 Ways To Kill A Vampire At McDonald's is developed by Abigail Corfman. The opinions expressed in this review are my own. I was not compensated in any way for this review.

Sunday, August 7, 2016

GenCon post-mortem

Well, I only actually went for one day, but I have a few things to say, at least.

GenCon is different than any anime convention I've been to. There didn't seem to be so many panels. There were a lot of booths for different game companies and a lot of people playing games. "Artist Alley" was a thing, and there was a dedicated author's section that made me quite happy. It was very...crowded. Hard to deal with at times for a person with social anxiety, but it all worked out. I met some cool artists, including one whose work I've admired for a while, and picked up a nice little stack of business cards. If I wasn't so poor I'd hire most of them for visual novel shenanigans.

I wish I could have stayed longer, to tell the truth...I wanted to see more of the con and I wanted to see my family more than I got to. But, you know, financial obligations and impending doom.

I have a number of pictures on my cell phone that will eventually make their way online, probably to Instagram, which I do occasionally post on.

Also, driving a nine and a half hour drive alone is interesting. It's freeing not to have to make conversation all the time, and to have the ability to stop wherever the damn hell I feel like. That said, it was hard in the mornings, when I was getting so tired that I had to pull over. This did lead me to discovering the joys of five-hour energy shots, which helped somewhat. I made terrible time both ways, but eh, who cares.

I guess that concludes my ramblings. I wouldn't mind going to GenCon again, but there's that awkward thing where next year it conflicts with AnimeFest, which I wish I was going to this year and had hoped to go to next year...So we'll see what happens.

Wednesday, July 27, 2016

Circus Reviews - So You Killed a Guy


The issue with reviewing interactive fiction games is that they often have no pictures, and thus inserting pictures throughout the review ends up being boring and likely to spoil things. However, I feel like I haven't played nearly enough text-based games lately, especially with IFComp upon us. So here, I present to you an interesting gem plucked from r/interactivefiction: a Creative Writing thesis as presented in Twine.

In an unforeseen twist, So You Killed a Guy opens with the narrator telling you that you have just killed a guy. This narrator purports to be your guide, claiming to have instructions that will allow you to get away with this crime unpunished, and as long as you follow these instructions, you will be perfectly fine, probably.


To me, a lot of second-person fiction sets up the protagonist as a concrete character while still referring to "you" when telling the story; this game, however, doesn't really have a protagonist, unless we count the narrator himself. The story is set up in such a way that you alone fill the "protagonist" role, and it feels more like the choices themselves are the character, if that makes any sense. A number of your options are filled with sarcasm and apathy, and you are presented with a number of opportunities to mercilessly screw with the narrator, but you can also play along and be cooperative.

The narrator is probably the real character here. He begins by presenting an almost too enthusiastic front, being quite into the fact that you're a murderer and rushing to offer his assistance, but the facade shatters pretty quickly if you refuse to play along with what he's telling you. What develops is a neurotic voice that lashes out and gets angry, but at heart wants nothing more than to write a good, original story. That's something that hit particularly hard for me, especially considering the recent slump I've been in. What's different about the narrator's fits of rage, though, is that they actually affect something. The narrator is in control of the game world; if he doesn't like something in it (like, say, YOU), he can change it...unless, of course, he lacks the creative inspiration to do so. Isn't that an ability we all wish we could have?


There are several different ways the story can end depending on whether you heckle the narrator and how much, and each one explores a slightly different aspect of the issue of writer's block in a unique and compelling way. You might successfully make it to your planned ending, or you might poke fun at the narrator one too many times and end up being severely punished for your actions. I personally started feeling rather bad for the narrator in at least one path, only for this to dissipate somewhat when he began threatening me with violence.

I fully admit that I am not qualified to judge the merit of any sort of thesis, but I do know at least one small thing about video games, and I feel that this holds up as a game pretty well. It treats a subject I know very well in a new way, and I'd strongly recommend it to writers of any kind, or to people who enjoy IF games and are looking for a quick one to try out. Also, I hope that the author considers continuing to write for Twine, because their first project is an enjoyable one indeed.


So You Killed a Guy is available to play for free on philome.la.

Final verdict: While perhaps not intended as a game in the traditional sense, So You Killed a Guy stands out with its relateable narrator and its short but fascinating exploration into the struggle for creativity and inspiration.

So You Killed a Guy is developed by tomfrom1995. The opinions expressed in this review are my own. I was not compensated in any way for this review.

Tuesday, July 26, 2016

Circus Reviews - Empty Horizons


As I'm writing this, I've just reached a certain point in Empty Horizons. A certain point that gives me strong admiration for ebi-hime as a writer, yet again. A certain point that reminds me that reading a story without having anything spoiled for you is an amazing experience. A certain point that makes me realize that this review is going to be very similar to another game by ebi-hime that I reviewed, Round the Mulberry Bush, in that I can't discuss what I want to discuss without breaking my policy of not having spoilers in my reviews.

...Well, fuck.

Let's talk a bit about stories like that. It's very difficult to recommend them, because telling people that something might seem bad but it will get better if they keep going sounds like advice from your nightmare's life coach. And yet here I am trying, because it's gotten to me and it's just that surprising.

Anyway.

Empty Horizons follows Mireille, a sheltered eighteen-year-old girl whose life is thrown into disarray after her father's death. Her uncle in France invites her to stay with him and hires Lyon, a former chauffer for the family, as her escort. Mireille is reluctant to go with him and isn't even sure if living with her uncle is what she wants, but goes along anyway, and during the journey, she struggles with how to feel about her father, about her lost former life, and about Lyon, who despite his irritating habits and womanizing ways has a certain charm to him.


I'll be honest...I was set to skip reviewing this game. At first glance, the story was predictable and boring. Mireille and Lyon's relationship develops rather predictably; while their banter is amusing at times, it's easy to see where things are going, and Lyon isn't a particularly likeable character despite sharing the narration with Mireille, who is just as abrasive but is also a lot easier to sympathize with due to the more frequent glances into her head. Also, Mireille at one point reads what is very heavily implied to be Twilight, which is incredibly offensive.

And then...a thing happens.

As much as I admire ebi-hime, I'm annoyed that she keeps writing visual novels that I can't fully discuss without spoiling the experience, which is something I never want to do. So good on you, ebi-hime; you have stifled me yet again. I'm left standing around unable to say much other than, "Please play this game; it's worth it!" And it makes me look like kind of a shitty reviewer. But if I have nothing else, I have moral standards when it comes to game reviews.


So to get back to things I actually can talk about:

SillySelly returns to do the artwork, and it stands out once again. Backgrounds are well done, and I'm particularly fond of the sprite art for Mireille; there's something about her expressions that betrays her vulnerability despite the harsh front she puts up. The soundtrack is lovely as well. I'm particularly a fan of the title screen track, but then, I've always been a sucker for a good piano track. And the story itself...the turn it takes is not one that you can predict. It blew me away when I first read it, but looking back on it now, I'm a bit sad it turned out the way it did. There's no other way it could have turned out, really, but I did end up feeling for the characters in the end.

This review is not much of a review. I feel like maybe I shouldn't have even written what I did, because again, there's little I can say about the plot here even though that's all I want to talk about. All I can say is, don't give up on this game like I thought about doing. Keep going. Give it a chance. As I've said before, it is not in any way what you expect it to be.

In conclusion, I am set to name ebi-hime the OELVN master of defying expectations. There isn't a medal or a trophy for this, but hopefully it's not too dubious of an honor all the same.


Empty Horizons is available on Steam and itch.io.

Final verdict: With Empty Horizons, ebi-hime has pulled out yet another game with a plot twist so important that I can barely properly review it without giving it away, so all I can really do is recommend it and then go and mumble in a corner.

Empty Horizons is developed by ebi-hime and published by Sekai Project. The opinions expressed in this review are my own. I was not compensated in any way for this review.

Wednesday, June 29, 2016

Sleeping Pillowbook now available!

Sleeping Pillowbook is a small collection of unconnected poems about different things. It's basically meant to serve as a preview of my poetry.

It is now available for download through itch.io.

https://somestrangecircus.itch.io/sleeping-pillowbook

Thank you!

Wednesday, June 22, 2016

Poetry preview and poetry timeline and poetry rambles

In the near future, I will begin putting some of my poetry on itch.io for sale. It might be a weird choice, but I'm a weird person so I think it fits.

I recently had the idea to make up a small sort of preview of some of my poetry. Maybe 10 or 12-ish poems, just so you can get an idea of my style and what you'd be getting into. I'd like it if people purchased my works when they come out, but I understand that taking a leap on a new author is risky and I also understand that not everyone jumps for joy at the thought of poetry. So I think I will work on this preview and have it up in the near future.

Incidentally, do any of you recall the name "24 over insomnia"? It was a collection of poetry that was on FictionPress (Fanfiction.net's sibling) years ago, but it got taken down because people kept plagiarizing it. I wish that I could go back and read it, because it was such a huge inspiration to me.

Once Yumi-chan is finally behind me (progress is slow but forward-moving) I will be focusing more on poetry for a while. The timeline in my head goes something like this:

1. Poetry preview (up sometime this week)
2. fractured starlight
3. A free poetry collection
4. A different not-free really dark poetry collection.
5. A collection of very sarcastic poetry. (Way way in the future.)

This isn't set in stone, but it's how I'd like it to go.

I'm also toying around with what visual novel idea I'd like to try for next. I have a few scripts kind of started but am not committed to one yet, and at least one of them will be too costly to produce for a while. We'll just have to wait and see.

I hope that was a sufficiently non-boring update. Go back to your life.

Sunday, June 19, 2016

Circus Reviews - Highway Blossoms


I don't normally start things off on a serious note. But to be honest, seeing a thread in the Steam forums about how anyone who plays this game is a creepy deviant pissed me off, especially in light of recent events. So in slightly alcohol-induced anger, I'm going to stick it to the man and play me a nice lesbian road trip visual novel, because I can. That and I've been waiting for this to come out forever and was ridiculously overexcited to see that it was launching early, but you know.

Nineteen-year-old Amber has taken her grandfather's old motorhome and started on a journey across the desert, to get to a music festival. By chance, she happens upon Marina, whose car has broken down on the side of the road. Amber takes pity on Marina and drives her to get some gas, but by the time they get back, Marina's car has been stolen. Luckily Amber isn't in a big hurry, and she agrees to be Marina's chauffeur for an expedition involving a hidden treasure and a new gold rush.


Amber and Marina are a compelling main pair, and have a lot more depth than you might think if you just played their first few scenes. Amber is trying not to deal with the grief she feels for her grandfather, and it's portrayed in a way I can really relate to. She worries about Marina's airy personality, while Marina herself wants to be as helpful to Amber as Amber is to her. The way their relationship develops and the conflicts that later come into play are realistic and at times heartbreaking to read. I also like that this story doesn't even try to make either of them closet keys. They both just know that they're lesbians, something that can be surprisingly rare in lesbian stories, and I appreciate that it's just treated like an ordinary fact, as it should be.

The most prominent side characters are Mariah, her childhood friend Joseph, and her younger sister Tess, all of whom are also looking for the treasure. Well, to put it more accurately, Mariah is looking for the treasure and Joseph and Tess are along for the ride. They're all an interesting bunch, and I actually would have liked to see more of the relationship between Mariah and Tess and learn about why the ten-year-old Tess is traveling cross-country with her sister. Then again, they're in the story about as much as they need to be without being annoying, occasionally providing a rival for Amber and at one point giving her some valuable advice.


The story of the treasure is an interesting one, although at times it feels very secondary to the relationship, which is par for the course in a romance. Still though, the fact that there's all this gold to be found and the characters don't ever mention how they're going to cash it in and how they'd deal with hypothetical fame resulting from being the ones to find this treasure. And then there's the fact that if that many people were already searching for it before them, I feel like someone would have had to have found it out of sheer dumb luck. But honestly, it doesn't bother me that much; it's not meant to be the main focus and it's not treated that way. And yes, it's still cool to be hunting for actual gold.

The artwork is beautifully done, but what adds to it is the presentation. Specifically, it's the use of animation and the Ren'Py 3D Camera System, made by Alice in Dissonance, the folks behind the Fault series. There are all kinds of little animation touches, like when the characters are driving somewhere, and they all add a great sense of immersion and polish. As great as all these things are, though, I regrettably have to mention the fact that on my initial playthrough, I was unable to adjust any of the music or sound volumes or the text speed; the sliders didn't exist. Not sure if this is a bug or what, but much as I enjoy the music, I also enjoy the ability to adjust it. (EDIT: No one else I've found has had this issue, so it may simply be an issue with my computer and not the game itself.) There's also a point where Amber is talking to two other characters and her sprite is transparent...I might just be weird to notice that, but it was a bit distracting.


Once you finish the story, there's a "Goofball Mode" that basically adds a whole bunch of extra call-forwards and memes. It is hilarious and worth your time. And in addition, as you've probably heard, this game has a free adult patch to add H-scenes. They're all tastefully done, but I have to take some slight issue with one, so HOLYSHITACTUALSPOILERS for once

...

Never fake an orgasm, Amber. Never do it. It's a bad idea. I guess this is probably a matter of personal taste (no pun intended) but orgasm faking really bothers me!

Okay, I'm done with this tangent now.

...

Despite some small flaws, I am overall very impressed with Highway Blossoms. A lot of work has gone into it, and it really shows. The story, while not winning any awards, does pull your interest, and the characters are fun to be with and hard to watch struggle. My favorite thing, though, is dat animation. It's just such a nice touch and it adds an amazing feel of refinement that I haven't seen in many visual novels. As a developer myself, I'd go so far as to say that Highway Blossoms is a game to admire on a production level, and I hope to one day make a game as good as this.


Highway Blossoms is available on Steam. The all-ages version on Steam can have adult content added with a free patch available in the Steam forums.

Final verdict: A few bugs and holes in the plot aside, Highway Blossoms shines in its characters and artwork, but most of all in its production quality in regards to innovative camera use and animation, and it sets a very high standard as a shining example of what talented folks can do with Ren'Py.

Highway Blossoms is developed by Alienworks and published by Sekai Project. The opinions expressed in this review are my own. I received a free copy of this game in exchange for my review.

Sunday, June 5, 2016

Circus Reviews - Heirs and Graces


This review has been edited since its original posting.

Now that I think about it, I don’t think I’ve ever played a game where you play as a male and can only romance males. It feels like an underrepresented genre to me, so Winter Wolves' Heirs and Graces, which launches today, is a welcome release.

Their latest stat-raising dating sim follows a young man named Marcel, who spent his life growing up in poverty with his mother after his father, a noble lord, abandoned them. In order to meet his father without imposing demands or making things awkward, Marcel applies to work in his father’s home as a servant, but his plans go awry when his father recognizes him. Still, it seems to work out, as Marcel’s father is willing to give him a chance to prove himself worthy of being the house’s heir, and Marcel himself finds plenty of interesting folk around the castle to occupy himself with…

I haven’t played a ton of Winter Wolves games, but from the ones I have played, stat-raising seems to be a signature feature and it makes a return here. I have certain issues with stat-raisers in general, most prominently in Always Remember Me. I do wish that there was more upfront explanation in regard to what stats help with which relationships, and I also find it a bit confusing that the stats page includes characters that you haven’t necessarily met yet (obviously this is only a problem in the early game, but still). Even with these flaws, though, there are some improvements. The days are occasionally broken up with events featuring romanceable characters that help refresh the pattern, and somehow it feels like slightly less of a grind.

The characters are all memorable, and probably the strongest point of the game. Despite what you might call a standard fantasy setting, neither Marcel nor his potential love interests fall into stereotypes, and all of them are interesting. Serious butler Vincent, ex-gladiator Kamal, doctor Borges, and elf lord Eloy are your options, and though I normally tend to sway for one love interest or another, all four of these guys appealed to me. (And to Marcel, of course.)


Despite my praises for the writing and characters, I’m afraid I can’t always say the same about the art. The sprites feel very pale and washed out in comparison to the backgrounds, and their expressions don’t always match what they’re saying. The backgrounds themselves are fine, and the GUI is functional. But the sprites, being at center stage, can distract.

There are also points throughout where little details that could have been fixed or tightened up, but weren’t, detract from the overall experience. As previously mentioned, naming characters that I haven’t met yet in the stats as if they should be familiar to me doesn’t quite work for me. There is a help feature included on the page, but it doesn’t include all the information I want, like what stat goes with which character. It also didn’t volunteer the information I really needed. I feel like something like what Long Live the Queen does with its tutorial, and giving the player a choice to play a tutorial, might have worked better.


So I have my clear and obvious problems with the game, as you can see. And yet, I really enjoy it. Not being told I had to pass skill checks frustrates me, but I want to go back and do them over anyway. The characters may not look fantastic, but they’re very well-developed, and the writing is ultimately strong enough to draw your attention in.

Also, I got to tell an elven lord that I hope he dies alone and this somehow made him like me. Always fun.

Would I have preferred a more polished experience in places? Absolutely. Am I unhappy with the experience I had? Not at all! I’m quite pleased to call Heirs and Graces the best Winter Wolves game I’ve played to date, and I really hope they keep it up with their future releases.


Heirs and Graces is available directly from the developer. Buying direct from Winter Wolves will also allow you to redeem a Steam key when it goes on sale on the platform.

Final verdict: While the sprites aren't fantastic and there are quality-of-life details that could have been fixed, Heirs and Graces is kept up by its compelling writing and fantastically written characters.

Heirs and Graces is developed by Winter Wolves. The opinions expressed in this review are my own. I received a free copy of this game in exchange for my review.